Only he who can enter a lake in the proper manner shall enter the Hall. Others merely splash into muddy waters. But he who knows how to seek the right path, who waits for the dawn or the overcast dusk, who finds the right lake—or becomes properly lost—shall find the Fragrance in a brief moment.

The Fragrance – The fragrance of the Lake Hall is somewhat intoxicating. Within it, one can smell decay and growth, dissolution and life. The path begins among reeds or heather, in pools encircled by sedge grass. He who finds even a sliver of mist can surely catch it like a rope and pull himself into the Antechamber.
The Antechamber – It is a muddy fen with many mysterious corners, pools, and ponds. Mounds of unknown herbs grow here, and secretive creatures dwell in burrows and huts. Now and then, however, the Antechamber is visited by something higher and stronger—beings from the Hall itself are fond of manifesting here. Here and there, a raven horse whose hooves carry it across the surface gallops through the fog; elsewhere, the serpentine body of a marsh tree with many tentacles rises from the waters, and gray dragonflies the size of eagles wrap themselves in tatters of water vapor.
The Threshold – The Threshold is a threshold because, from a certain point of view, we are still in Urulóka, yet from another, we are already in the Hall. And also because crossing it is not without risk. Unlike the Lunar Hall, which calmly lets the “fly” wander deep into the web, the Lake Hall bars the uninvited from entering. The Threshold then appears as the end of the fens and the beginning of the surface of the Waters. He who cannot walk with the lightness of an Elf upon the ripples stirring the surface shall never cross the Threshold.

The Inner Hall – He who compels the waters to bear his burden shall step forth upon the mirrored surface, and it shall become firm ground for him. Then, however, the water shall open in its motion, the sky shall darken, and he shall begin to approach the heart of the storm. Waves shall rise to a height of several fathoms and freeze in oily motion like the walls of parallel corridors, here and there coiling into claustrophobic tunnels and whirlpools. Thus, a shifting palace of waters is formed, adorned with foam, seaweed, islands of mist, floating cliffs of ice and petrified froth, shells, rotting rafts, and the skeletons of drowned fishermen and men.
The Sanctuary – Many dispute what constitutes the sanctuary of the Lake Hall. Legend has it that he who desires to reach the sanctuary must descend a winding path into the maelstrom, surrender to the green embrace of the waters, and then emerge once more in the midst of the lake’s secret. Few, however, have traveled this path, and those who did have told us nothing.
Inhabitants – The most famous inhabitants of the Hall are the raven horses clad in pearl netting. They are swift, clever, and deadly. Their master is Palliur, the pale and powerful guardian of the Sanctuary. Besides them, however, the depths of the Hall are inhabited by many beings: octopuses, fish-faces, and black flamingos.
Runes-Pearls – The runes of the Lake Hall are Pearls, within which the secret of the waters is enveloped. A Pearl is also the sole requirement for entry into the Hall; therefore, only the invited may enter. The art of the Pearls is great, but few of Palliur’s disciples are willing to share it.

